#version 450 // "LeiFX" shader - Gamma process // // Copyright (C) 2013-2014 leilei // // This program is free software; you can redistribute it and/or modify it // under the terms of the GNU General Public License as published by the Free // Software Foundation; either version 2 of the License, or (at your option) // any later version. layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; } params; layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; #define saturate(c) clamp(c, 0.0, 1.0) #define lerp(c) mix(c) #define mul(a,b) (b*a) #define fmod(c) mod(c) #define frac(c) fract(c) #define tex2D(c,d) texture(c,d) #define float2 vec2 #define float3 vec3 #define float4 vec4 #define int2 ivec2 #define int3 ivec3 #define int4 ivec4 #define bool2 bvec2 #define bool3 bvec3 #define bool4 bvec4 #define float2x2 mat2x2 #define float3x3 mat3x3 #define float4x4 mat4x4 float mod2(float x, float y) { return x - y * floor (x/y); } #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; void main() { float3 outcolor = tex2D(Source, vTexCoord).rgb; float2 res; res.x = params.SourceSize.x; res.y = params.SourceSize.y; // Gamma scanlines // the Voodoo drivers usually supply a 1.3 gamma setting whether people liked it or not // but it was enough to brainwash the competition for looking 'too dark' float gammaed = 0.15; float leifx_linegamma = gammaed; float2 dithet = vTexCoord.xy * res.xy; dithet.y = vTexCoord.y * res.y; float horzline1 = (mod2(dithet.y, 2.0)); if (horzline1 < 1) leifx_linegamma = 0; float leifx_gamma = 1.3 - gammaed + leifx_linegamma; outcolor.r = pow(outcolor.r, 1.0 / leifx_gamma); outcolor.g = pow(outcolor.g, 1.0 / leifx_gamma); outcolor.b = pow(outcolor.b, 1.0 / leifx_gamma); FragColor = vec4(outcolor, 1.0); }